Delay spread estimation using a game engine ray based model in indoor scenario at 5 GHz

In this paper we show the results of a simulation of channel parameters using a Game Engine Ray based tool, developed by our group, which has been evolving during last few years. We show simulation results and compare it with a set of measurements for an indoor scenario, in the band of 5.4 GHz. We f...

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Autores:
Navarro, Andrés
Guevara, Dinael
Escalante, Diego
Vargas, José
Gómez, Jorge
Cardona, Narcis
Gimenez, Jordi
Tipo de recurso:
Article of journal
Fecha de publicación:
2016
Institución:
Universidad Francisco de Paula Santander
Repositorio:
Repositorio Digital UFPS
Idioma:
eng
OAI Identifier:
oai:repositorio.ufps.edu.co:ufps/916
Acceso en línea:
http://repositorio.ufps.edu.co/handle/ufps/916
Palabra clave:
ray launching
game engine
channel estimation
delay spread
Rights
openAccess
License
©2006-2016 Asian Research Publishing Network (ARPN). All rights reserved.
Description
Summary:In this paper we show the results of a simulation of channel parameters using a Game Engine Ray based tool, developed by our group, which has been evolving during last few years. We show simulation results and compare it with a set of measurements for an indoor scenario, in the band of 5.4 GHz. We found a good match between the rays based tool and measurements for Delay Spread. Also, we show the use of an Open Source 3D modelling tool for the scenario building, showing the flexibility of the XML description language for this kind of scenarios.